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Chapter 12: Monsters



            As the Dungeon Master, you have a vast array of    such as modrons, are constructs shaped from the
            resources available to you to make the game exciting   raw material of the plane by the will of more powerful
            and fun for the players—and monsters are at the top of   creatures.
            the list. A monster is defined as any creature that can be     Dragons are large reptilian creatures of ancient origin
            interacted with and potentially fought and killed. Even   and tremendous power. True dragons, including the good
            something as harmless as a frog or as benevolent as a   metallic dragons and the evil chromatic dragons, are
            unicorn is a monster by this definition. The term also   highly intelligent and have innate magic. Also in this cat-
            applies to humans, elves, dwarves, and other folk who   egory are creatures distantly related to true dragons, but
            might be friends or rivals to the player characters.  less powerful, less intelligent, and less magical, such as
              This chapter presents a wide selection of ready-to-  wyverns and pseudodragons.
            play monsters—a sample of what can be found in the     Elementals are creatures native to the elemental
            Monster Manual. Each description uses a standardized   planes. Some creatures of this type are little more than
            format that clearly explains the monster’s capabilities.   animate masses of their respective elements, including
            Guidelines for understanding the information found in a   the creatures simply called elementals. Others have
            monster’s statistics are given below.              biological forms infused with elemental energy. The
                                                               races of genies, including djinn and efreet, form the most
            Statistics                                         important civilizations on the elemental planes. Other
                                                               elemental creatures include azers, invisible stalkers, and
            A monster’s statistics, sometimes referred to as its stat
                                                               water weirds.
            block, provide the essential information that you need to
                                                                 Fey are magical creatures closely tied to the forces of
            run the monster.
                                                               nature. They dwell in twilight groves and misty forests.
            Size                                               In some worlds, they are closely tied to the Feywild, also
                                                               called the Plane of Faerie. Some are also found in the
            A monster can be Tiny, Small, Medium, Large, Huge, or   Outer Planes, particularly the planes of Arborea and the
            Gargantuan. See chapter 9 of this document for more in-  Beastlands. Fey include dryads, pixies, and satyrs.
            formation on creature size and space.                Fiends are creatures of wickedness that are native
            Type                                               to the Lower Planes. A few are the servants of deities,
                                                               but many more labor under the leadership of archdevils
            A monster’s type speaks to its fundamental nature. Cer-  and demon princes. Evil priests and mages sometimes
            tain spells, magic items, class features, and other effects   summon fiends to the material world to do their bidding.
            in the game interact in special ways with creatures of a   If an evil celestial is a rarity, a good fiend is almost in-
            particular type. For example, an arrow of dragon slaying   conceivable. Fiends include demons, devils, hell hounds,
            deals extra damage not only to dragons but also other   rakshasas, and yugoloths.
            creatures of the dragon type, such as dragon turtles     Giants tower over humans and their kind. They are
            and wyverns.                                       humanlike in shape, though some have multiple heads
              The game includes the following monster types, which   (ettins) or deformities (fomorians). The six varieties of
            have no rules of their own.                        true giant are hill giants, stone giants, frost giants, fire
              Aberrations are utterly alien beings. Many of them   giants, cloud giants, and storm giants. Besides these,
            have innate magical abilities drawn from the creature’s   creatures such as ogres and trolls are giants.
            alien mind rather than the mystical forces of the world.     Humanoids are the main peoples of the D&D world,
            The quintessential aberrations are aboleths, beholders,   both civilized and savage, including humans and a tre-
            mind flayers, and slaadi.                          mendous variety of other species. They have language
              Beasts are nonhumanoid creatures that are a natural   and culture, few if any innate magical abilities (though
            part of the fantasy ecology. Some of them have magical   most humanoids can learn spellcasting), and a bipedal
            powers, but most are unintelligent and lack any society   form. The most common humanoid races are the ones
            or language. Beasts include all varieties of ordinary ani-  most suitable as player characters: humans, dwarves,
            mals, dinosaurs, and giant versions of animals.    elves, and halflings. Almost as numerous but far more
              Celestials are creatures native to the Upper Planes.   savage and brutal, and almost uniformly evil, are the
            Many of them are the servants of deities, employed as   races of goblinoids (goblins, hobgoblins, and bugbears),
            messengers or agents in the mortal realm and through-  orcs, gnolls, lizardfolk, and kobolds.
            out the planes. Celestials are good by nature, so the     Monstrosities are monsters in the strictest sense—
            exceptional celestial who strays from a good alignment   frightening creatures that are not ordinary, not truly
            is a horrifying rarity. Celestials include angels, couatls,   natural, and almost never benign. Some are the results of
            and pegasi.                                        magical experimentation gone awry (such as owlbears),
              Constructs are made, not born. Some are programmed   and others are the product of terrible curses (including
            by their creators to follow a simple set of instructions,   minotaurs and yuan-ti). They defy categorization, and in
            while others are imbued with sentience and capable of   some sense serve as a catch-all category for creatures
            independent thought. Golems are the iconic constructs.   that don’t fit into any other type.
            Many creatures native to the outer plane of Mechanus,


                                                                                           Chapter 12: Monsters
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